Final Fantasy X: Spira's Sorrow

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Blitzer

The blitzer excels in combat at a distance, combining skill, speed, and accuracy to deadly effect. The blitzer has little use for the typical trappings of other warriors. He values accuracy, agility, and skill over brute force and prowess with his blitzball over familiarity with a variety of weapons.

Game Rule Information

Blitzers have the following game statistics.Abilities: Dexterity is very important for blitzers. It helps them throw accurately and dodge melee attacks. It also gives them access to certain Dexterity-oriented feats.Alignment: Any.Hit Die: d10.

Blitzball Technique (Ex): Blitzers know how to throw a blitzball in air or water. They add 5ft to a blitzball’s initial range increment at 1st level, and +5ft at levels 6, 10, 14, and 18.

Swim Speed (Ex): A blitzer gains a swim speed of half his normal speed. This speed increases by five feet every four blitzer levels.

Underwater Armor Training (Ex): Blitzers are trained to wear armor underwater and maneuver easily when encumbered in aquatic environments. You start at first level with a reduction in armor check penalty of 1 and increase the maximum Dex bonus allowed by 1 when underwater. At third level, and at every four levels beyond that, these bonuses increase by +1 to a maximum -5 reduction of the armor check penalty and +5 increase to maximum Dexterity bonus allowed while under water. In addition, beginning 7th level, you maintain some of this bonus while on dry land, giving yourself an equivalent of 2 less than your current underwater max ( at 7th, your underwater bonus becomes +3 and your land bonus becomes +1 and so on.)

Bonus Feat (Ex): A Blitzer gains an extra feat at every even level they may use to take a new combat feat. Additionally, these feats may be used to take the Athletic, Endurance, Sea Legs, Spider Step (ignoring the class restriction, on Water only) and Wing Clipper (can be taken as early as 6th Level) feats.

Weapon Training (Ex): Starting at 5th level, a blitzer can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.

Every four levels thereafter (9th, 13th, and 17th), a blitzer becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a blitzer reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups.

A blitzer also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the blitzer’s Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.

Armor Mastery (Ex): At 19th level, a blitzer gains Damage Reduction 5/— whenever he is wearing armor or using a shield.

Blitzball Mastery (Ex): Any attacks made with a blitzball automatically confirm all critical threats and have their damage multiplier increased by 1 (×2 becomes ×3, for example). In addition, he cannot be disarmed while wielding a blitzball.